rocneasta Posted October 31, 2009 Posted October 31, 2009 have a question a quick one - how to model (but really model a rope) you can get two or three basic threads that when curved in a helix can be made into a rope, but how to make all those little lines /threads/ - they can be made by textures (+bump) but is there a way to model them i'm thinking it's impossible since it almost appears you need to make a helix with gzillion turns and have it bend by a helix, and don't see how you can make that i'm posting a quick photo as a reference so you get a better understanding of my question p.s. i know that the file size of this model would be like the combined weight of the empire state building and people in it, but i'm just wondering Quote
SEANT Posted October 31, 2009 Posted October 31, 2009 I think your prediction about file size would be correct. Even just these double winding paths contain a lot of information. Creating swept solids would hyper-inflate file size. It was kind of fun playing around in Rhino3d to find a method to accomplish this. It would likely be quite a bit more complicated via AutoCAD: Maybe even requiring a spreadsheet setup to derive the individual spline fit-points. RopePaths.dwg Quote
rocneasta Posted October 31, 2009 Author Posted October 31, 2009 i guess making a spreadsheet setup with each individual spline point wouldn't require a nuclear physicist but not far from it i was doing a model of grapes, let's just say that making the stem took longer than i anticipated since i was creating 3D spline on the fly by inserting (x,y,z) point by point. Luckily i had around 24 points in that spline so it wasn't as intense as it could have been making this would be a different story Quote
SEANT Posted October 31, 2009 Posted October 31, 2009 i guess making a spreadsheet setup with each individual spline point wouldn't require a nuclear physicist but not far from it i was doing a model of grapes, let's just say that making the stem took longer than i anticipated since i was creating 3D spline on the fly by inserting (x,y,z) point by point. Luckily i had around 24 points in that spline so it wasn't as intense as it could have been making this would be a different story As you alluded to earlier, a rope demonstrated as a texture mapped solid, with perhaps one level of twist in the geometry, would generally serve the purpose. I can’t imagine any practical reason to go to the next level of detail. Quote
rocneasta Posted October 31, 2009 Author Posted October 31, 2009 As you alluded to earlier, a rope demonstrated as a texture mapped solid, with perhaps one level of twist in the geometry, would generally serve the purpose. I can’t imagine any practical reason to go to the next level of detail. pushing the limits of Autocad and loving to see it squirm and sweat... ofc it might be because i like to torture myself in doing things that have no real meaning ofc it's always fun to try to reach the sky, even if it's a simple rope 4 days ago i made 2584 bricks in acad making 4 walls of a house - ofc they had filleted edges and may i say it was a horrid experience to do anything from zoomin in and out to saving- everything took 10-30 min for each of those things. yesterday instead of giving up, i x-refed some elements, others were blocks and i've downgraded some display resolution and was able to almost smoothly get 6400 light bulbs on a ferris wheel model i did - i would call that progress that can't happen without doing silly things Quote
SEANT Posted October 31, 2009 Posted October 31, 2009 Point taken. With 64 bit becoming the norm, and even 128 bit computing as a distinct possibility, what constitutes “sensible level of detail” may be changing. 6400 lights would certainly have been considered excessive just a few years ago. Quote
JD Mather Posted October 31, 2009 Posted October 31, 2009 ... progress that can't happen without doing silly things If you are a student you might want to try one of the next-generation Autodesk 3D products. www.autodesk.com/edcommunity I did this in about 5 minutes in Inventor. I imagine if I experimented a bit more it would look closer to real rather than cosmetic texture. Quote
David Bethel Posted October 31, 2009 Posted October 31, 2009 I wrote an Autolisp routine to model rope as a surface entity extruded along a 3DPOLY path. Fun project. Limited to 255 vertices and you have to make a profile. But it worked. -David Quote
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